Template:Infobox Character UMVC3: Difference between revisions

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(New infobox template for UMvC3 characters)
 
(Adding shortname "shortname" variable. If a character's full name is different from the name used for their page ie. "Nemesis" vs "Nemesis T-Type", you can specify them separately. Otherwise, it can be ignored.)
 
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<includeonly><div style="display: flex; flex-wrap:wrap-reverse;">
<includeonly><div style="display: flex; flex-wrap:wrap-reverse;">
<div style="display: flex;flex-direction: column;flex:8;min-width:300px;padding: 10px;">
<div style="display: flex;flex-direction: column;flex:8;min-width:300px;padding: 10px;">
{{Character Subnav UMVC3|name={{#if: {{{shortname|}}}  | {{{shortname}}}    |{{{name}}}}}}}
{{{content}}}
{{{content}}}
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! colspan="2" style="text-align: center;" {{!}} '''Character Data'''
! colspan="2" style="text-align: center;" {{!}} '''Character Data'''
{{!}}-  
{{!}}-  
! style="font-size:85%" {{!}} {{Tooltip| text=Health}}
! style="font-size:85%" {{!}} {{Tooltip|text=Health|hovertext=The amount of maximum health for the character. A character whose health is reduced to zero is considered knocked out and unavailable for the remainder of the round.}}
{{!}} style="font-size:85%" {{!}} {{{health}}}
{{!}} style="font-size:85%" {{!}} {{{health}}}
{{!}}-  
{{!}}-  
! style="font-size:85%" {{!}} {{Tooltip| text=Ground Magic Series}}
! style="font-size:85%" {{!}} [[Ultimate_Marvel_vs_Capcom_3/System#The Magic Series|Ground Magic Series]]
{{!}} style="font-size:85%" {{!}} {{{magicseries}}}
{{!}} style="font-size:85%" {{!}} {{{magicseries}}}
{{!}}-  
{{!}}-  
! style="font-size:85%" {{!}} {{Tooltip| text=Air Chain Combo Limit}}
! style="font-size:85%" {{!}} {{Tooltip|text=Air Chain Combo Limit|hovertext=The number of aerial normal attacks the character can chain together during a regular jump. The most common entries are Three - the character can chain up to three air normals together, and None - The character has no limit on how many air normals they can chain together. This only applies to chains started from a regular jump, there is no limit on air chains during a Superjump.}}
{{!}} style="font-size:85%" {{!}} {{{airchain}}}
{{!}} style="font-size:85%" {{!}} {{{airchain}}}
{{!}}-  
{{!}}-  
! style="font-size:85%" {{!}} {{Tooltip| text=Forward Dash Duration}}
! style="font-size:85%" {{!}} {{Tooltip|text=Forward Dash Duration|hovertext=The amount of time in frames that the character's forward grounded dash takes to fully complete. Because dashes do not travel a fixed distance, and because most characters can cancel their dashes at almost any point, this is not necessarily a measurement of their dash speed.}}
{{!}} style="font-size:85%" {{!}} {{{forwarddash}}} frames
{{!}} style="font-size:85%" {{!}} {{{forwarddash}}} frames
{{!}}-  
{{!}}-  
! style="font-size:85%" {{!}} {{Tooltip| text=Backdash Duration}}
! style="font-size:85%" {{!}} {{Tooltip| text=Backdash Duration|hovertext=The amount of time in frames that the character's backward grounded dash takes to fully complete. Because dashes do not travel a fixed distance, and because most characters can cancel their dashes at almost any point, this is not necessarily a measurement of their dash speed.}}
{{!}} style="font-size:85%" {{!}} {{{backdash}}} frames
{{!}} style="font-size:85%" {{!}} {{{backdash}}} frames
{{!}}-  
{{!}}-  
! style="font-size:85%" {{!}} {{Tooltip| text=Jump Duration}}
! style="font-size:85%" {{!}} {{Tooltip| text=Jump Duration|hovertext=The amount of time in frames it takes for a character to return to the ground after performing a normal jump. 41 frames is considered standard, but some characters have longer or shorter jumps.}}
{{!}} style="font-size:85%" {{!}} {{{jump}}} frames
{{!}} style="font-size:85%" {{!}} {{{jump}}} frames
{{!}}-  
{{!}}-  
! style="font-size:85%" {{!}} {{Tooltip| text=Superjump Duration}}
! style="font-size:85%" {{!}} {{Tooltip| text=Superjump Duration|hovertext=The amount of time in frames it takes for a character to return to the ground after performing a superjump. 81 frames is considered standard, but some characters have longer or shorter jumps.}}
{{!}} style="font-size:85%" {{!}} {{{superjump}}} frames
{{!}} style="font-size:85%" {{!}} {{{superjump}}} frames
{{!}}-  
{{!}}-  
! style="font-size:85%" {{!}} {{Tooltip| text=Walljump?}}
! style="font-size:85%" {{!}} {{Tooltip| text=Walljump?|hovertext=Whether the character can perform a Wall Jump by jumping backwards against the edge of the stage, then holding Up-Forward to leap off of it.}}
{{!}} style="font-size:85%" {{!}} {{{walljump}}}
{{!}} style="font-size:85%" {{!}} {{{walljump}}}
{{!}}-  
{{!}}-  
! style="font-size:85%" {{!}} {{Tooltip| text=Doublejump?}}
! style="font-size:85%" {{!}} {{Tooltip| text=Doublejump?|hovertext=Whether the character can perform a second jump while already airborne.}}
{{!}} style="font-size:85%" {{!}} {{{doublejump}}}
{{!}} style="font-size:85%" {{!}} {{{doublejump}}}
{{!}}-  
{{!}}-  
! style="font-size:85%" {{!}} {{Tooltip| text=Airdash?}}
! style="font-size:85%" {{!}} {{Tooltip| text=Airdash?|hovertext=Describes the character's airdash, if they have one. The most common entries besides None are 2-Way - the character can airdash both forwards and backwards, and 8-Way - the character can airdash in any cardinal or diagonal direction.}}
{{!}} style="font-size:85%" {{!}} {{{airdash}}}
{{!}} style="font-size:85%" {{!}} {{{airdash}}}
{{!}}-  
{{!}}-  
! style="font-size:85%" {{!}} {{Tooltip| text=X-Factor Damage Boost (1/2/3)}}
! style="font-size:85%" {{!}} {{Tooltip| text=X-Factor Damage Boost (1/2/3)|hovertext=The damage boost granted to all attacks while in X-Factor levels 1, 2 and 3 respectively. This is an increase to Base Damage, and so it also increases meter gained by attacking by the same amount.}}
{{!}} style="font-size:85%" {{!}} {{{xfactordamage1}}}% / {{{xfactordamage2}}}% / {{{xfactordamage3}}}%
{{!}} style="font-size:85%" {{!}} {{{xfactordamage1}}}% / {{{xfactordamage2}}}% / {{{xfactordamage3}}}%
{{!}}-  
{{!}}-  
! style="font-size:85%" {{!}} {{Tooltip| text=X-Factor Speed Boost (1/2/3)}}
! style="font-size:85%" {{!}} {{Tooltip| text=X-Factor Speed Boost (1/2/3)|hovertext=The boost to speed granted while in X-Factor levels 1, 2 and 3 respectively. Increases walkspeed, dash speed, jump/superjump speed, and the speed of all attacks.}}
{{!}} style="font-size:85%" {{!}} {{{xfactorspeed1}}}% / {{{xfactorspeed2}}}% / {{{xfactorspeed3}}}%
{{!}} style="font-size:85%" {{!}} {{{xfactorspeed1}}}% / {{{xfactorspeed2}}}% / {{{xfactorspeed3}}}%
{{!}}-  
{{!}}-  
! style="font-size:85%" {{!}} {{Tooltip| text=Minimum Damage Scaling (Normals, Specials)}}
! style="font-size:85%" {{!}} {{Tooltip| text=Minimum Damage Scaling (Normals, Specials)|hovertext=The lowest that damage of normal moves and special moves can be reduced from their base value as a result of Damage Scaling. Higher is better, as it means that a higher total percentage of the attack's base damage will still be dealt to opponents even late in a combo.}}
{{!}} style="font-size:85%" {{!}} {{{minimumdamagenormal}}}%
{{!}} style="font-size:85%" {{!}} {{{minimumdamagenormal}}}%
{{!}}-  
{{!}}-  
! style="font-size:85%" {{!}} {{Tooltip| text=Minimum Damage Scaling (Hypers)}}
! style="font-size:85%" {{!}} {{Tooltip| text=Minimum Damage Scaling (Hypers)|hovertext=The lowest that the damage of hyper moves can be reduced from their base value as a result of Damage Scaling. Higher is better, as it means that a higher total percentage of the attack's base damage will still be dealt to opponents even late in a combo.}}
{{!}} style="font-size:85%" {{!}} {{{minimumdamagehyper}}}%
{{!}} style="font-size:85%" {{!}} {{{minimumdamagehyper}}}%
{{!}}-  
{{!}}-  
! style="font-size:85%" {{!}} {{Tooltip| text=Minimum Damage Scaling (X-Factor)}}
! style="font-size:85%" {{!}} {{Tooltip| text=Minimum Damage Scaling (X-Factor)|hovertext=The lowest that the damage of any attack can be reduced from its base value while in X-Factor. This is always 35% for the entire cast, and only included as a reminder. If a character's Minimum Damage Scaling for a specific attack is higher - such as if they have a 40% Minimum Damage Scaling on Hypers, that value will be used even if the character is in X-Factor.}}
{{!}} style="font-size:85%" {{!}} {{{minimumdamagexfactor}}}%
{{!}} style="font-size:85%" {{!}} {{{minimumdamagexfactor}}}%
|}</div></div></includeonly><noinclude>{{doc}}
|}</div></div></includeonly><noinclude>{{doc}}

Latest revision as of 17:57, 5 February 2023

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Template:Infobox Character UMVC3/Documentation

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Introduction

A mutant and member of the X-Men, Wolverine's power gives him immense regenerative capabilities known as a Healing Factor. Far more iconic, however, is the adamantium skeleton grafted into his body as part of the Weapon X project, including three retractable claws on each hand.


Strengths Weaknesses
  • Coming soon
  • Coming soon
Wolverine
Umvc3 wolverine face.jpg
Character Data
Health 950,000
Ground Magic Series Zig-Zag/Stronger++
Air Chain Combo Limit None
Forward Dash Duration 20 frames
Backdash Duration 34 frames
Jump Duration 39 frames
Superjump Duration 80 frames
Walljump? Yes
Doublejump? No
Airdash? No
X-Factor Damage Boost (1/2/3) 25% / 45% / 65%
X-Factor Speed Boost (1/2/3) 15% / 25% / 35%
Minimum Damage Scaling (Normals, Specials) 10%
Minimum Damage Scaling (Hypers) 35%
Minimum Damage Scaling (X-Factor) 35%